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Preparing for Incursions: Difference between revisions

From EVE University Wiki
Added skills for the OGB.
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Unless you are already heavily invested into a certain race or weapon system, it might be a good idea to think of which logistics ship or pirate faction battleship you'll want in the end, rather than what your first incursion ship should be. You should also consider secondary value of whatever you train, perhaps you can find an end-of-the-line ship that not only furthers your goals for incursions but other goals as well given the skills you'll end up training for it.
Unless you are already heavily invested into a certain race or weapon system, it might be a good idea to think of which logistics ship or pirate faction battleship you'll want in the end, rather than what your first incursion ship should be. You should also consider secondary value of whatever you train, perhaps you can find an end-of-the-line ship that not only furthers your goals for incursions but other goals as well given the skills you'll end up training for it.


See [[ship progression in Incursions]] for more information.
See [[ship progression in Incursions|ship progression]] for more information.
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<small><references/></small>
<small><references/></small>
= Ongrid booster =
Training into an ongrid booster requires quite a few months worth of training, even if you're doing it on an existing character. This is due to the fact it requires skills you normally wouldn't train unless you're specifically training to use command bursts. It's also a very long one that benefits greatly from using [[Skills_and_Learning#Neural_Remaps|neural remaps]].
== Minimum skills for ongrid boosters ==
Since {{sk|Cybernetics|V|icon=yes}} is required for the mindlink implant, consider training it first so you can also get +5 attribute implants further improving your training time. The times listed below are, like all the other skill plans, assuming just the +3 attribute implants and no neural remaps. These minimum skills will allow you to fly any of the '''minimum ongrid booster fits''' for [[Vanguard Incursion fits#Ongrid booster|vanguards]].
[http://evemondevteam.github.io/evemon/ EVEMon] skillplans: [http://wiki.eveuniversity.org/images/d/dd/Incursions_sleipnir_minimum.xml Sleipnir (minimum skills)]
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"
! [[file:icon_cogs.png|32px|link=]] Core skills
! [[file:icon_cog.png|32px|link=]] Utility skills
! [[file:icon_gunnery_turret.png|32px|link=]] Gunnery skills
! [[file:icon_ship.png|32px|link=]] Ship skills
! [[image:icon_fleet.png|32px|link=]] Fleet support skills
! [[File:Icon drones.png|32px|link=]] Drone skills
|- valign="top" style="background:#222222;"
| ~ 4 days and 19 hours
| ~ 8 days and 2 hours
| ~ 13 days and 14 hours
| ~ 63 days and 13 hours
| ~ 89 days and 18 hours
| ~ 12 days and 9 hour
|- valign="top"
| style="padding:8px;" nowrap |
Mechanics IV<br>
Weapon Upgrades IV<br>
Shield Management III<br>
Hull Upgrades IV<small>&nbsp;<ref>{{sk|Hull Upgrades|IV}} is required to fit the '''Damage Control II''' module.</ref></small>
| style="padding:8px;" nowrap |
Signature Analysis IV<br>
Long Range Targeting IV<br>
Target Management IV<br>
Target Painting III<small>&nbsp;<ref>{{sk|Target Painting}} is needed to use a '''target painter''' module.</ref></small><br>
Propulsion Jamming III<small>&nbsp;<ref>{{sk|Propulsion Jamming}} is needed to use a '''stasis webifier''' module.</ref></small><br>
Tactical Shield Manipulation IV
| style="padding:8px;" nowrap |
Motion Prediction IV<br>
Rapid Firing IV<br>
Sharpshooter IV<br>
Surgical Strike IV<br>
Trajectory Analysis IV<br>
Small Projectile Turret III<br>
Medium Projectile Turret III<br>
| style="padding:8px;" nowrap |
Minmatar Frigate III<br>
Minmatar Destroyer III<br>
Minmatar Cruiser III<br>
Minmatar Battlecruiser V<br>
Leadership V<small>&nbsp;<ref name="command">{{sk|Leadership|V}}, {{sk|Wing Command|IV}}, {{sk|Command Burst Specialist|IV}} and {{sk|Spaceship Command|V}} are all needed to train {{sk|Command Ships}}.</ref></small><br>
Wing Command IV<small>&nbsp;<ref name="command"></ref></small><br>
Command Burst Specialist IV<small>&nbsp;<ref name="command"></ref></small><br>
Spaceship Command V<small>&nbsp;<ref name="command"></ref></small><br>
Command Ships IV<br>
Warp Drive Operation III<br>
Evasive Maneuvering III<br>
| style="padding:8px;" nowrap |
Cybernetics V<small>&nbsp;<ref name="mindlink">{{sk|Cybernetics|V}}, {{sk|Shield Command Specialist|V}} and {{sk|Skirmish Command Specialist|V}} are needed for the {{co|coral|Republic Fleet Command Mindlink}} implant.</ref></small><br>
Shield Command Specialist V<small>&nbsp;<ref name="mindlink"></ref></small><br>
Skirmish Command Specialist V<small>&nbsp;<ref name="mindlink"></ref></small><br>
{{co|grey|Leadership V}}<small>&nbsp;<ref name="command2">{{sk|Leadership|V}}, {{sk|Command Burst Specialist|IV}} and {{sk|Wing Command|IV}} are already required for {{sk|Command Ships}}</ref></small><br>
{{co|grey|Command Burst Specialist IV}}<small>&nbsp;<ref name="command2"></ref></small><br>
{{co|grey|Wing Command IV}}<small>&nbsp;<ref name="command2"></ref></small><br>
| style="padding:8px;" nowrap |
Drones V<br>
Light Drone Operation V<br>
Amarr Drone Specialization III<small>&nbsp;<ref>{{sk|Drones|V}}, {{sk|Light Drone Operation|V}} and {{sk|Amarr Drone Specialization|I}} is required to use '''Acolyte II'''. It's acceptable to skip this skill initially if you can use other drones, like '''Warrior II''' drones, but train it as soon as possible.</ref></small><br>
Drone Interfacing III<br>
Drone Navigation III<br>
Drone Sharpshooting III<br>
Drone Avionics III
|- valign="top" style="background:#222222;"
| colspan=6 | ~ 192 days, 3 hours and 16 minutes worth of training in total {{co|grey|(~ 9,8 million skillpoints)}}
|}
<small><references/></small>
== Recommended skills for ongrid boosters ==
There are no real recommended skills for ongrid boosters apart from the minimum skills, as the bar is so high to begin with that the rest of the skills aren't really that critical. But wrapping up {{sk|Command Ships|V|icon=yes}} and {{sk|Command Burst Specialist|V|icon=yes}} as well as {{sk|Medium Projectile Turret|V|icon=yes}}, {{sk|Medium Artillery Specialization|IV|icon=yes}} could be convenient.
While you could train {{sk|Fleet Command|icon=yes}} for longer area of effect, those aren't really needed for the vanguards we run, as we'll all stay well within the range of the base range you get with the pre-requisite {{sk|Leadership|V|icon=yes}} and {{sk|Wing Command|IV|icon=yes}}.


= Further training =
= Further training =